The Drune have come from the heart of the dark forest for the Great Sword. And they will slaughter the whole country-side until they get it -how will you survive the siege?
The Drune have come from the heart of the dark forest for the Great Sword. And they will slaughter the whole country-side until they get it -how will you survive the siege?
Refugees trapped on Sel Zonn station slip past the Peace Brigade as they undertake a daring mission to earn safe passage off the doomed station... before the Vong arrive. This will be recorded for the Threat Detected Podcast.
Dawn of Defiance Traitor's Gambit New Jedi Order Part 2
Description:
Continue the adventure of refugees trapped on a doomed space station, uncovering traitors and working to escape. This session will pick up where the first session ended. Playing the first session is not necessary. The session will be recorded for the Threat Detected Podcast.
With the commotion going on, certain rituals need to be upheld and preparation for the Palla Grande needs to be taken care of. 'Snacks' need to be kidnapped, wards to be placed and silver meat-hooks to be shined. The building picked by the Archbishop seems to be inhabited already. Guess which pack has been sent with the important task of extermination? This event is associate with the Darkness Remembered LARP, 'When Irish Eyes are Smiling'.
It's almost over. Berlin is on the brink of collapse. Your comrades surround the city, and move unmolested throughout much of it. Still the Fascists hang on like ticks. You should be in the reserves, but the Commissar has become obsessed with hunting Nazi super weapons. You've encountered plenty of 'war changing' weapons in the past few years and been less than impressed. What could possibly be different about this one?
Unsanctified temples that rest on nameless rocks beneath space whirl above you, and below you the revolving graveyard of the universe spins ever so slowly. Marching to the sounds of monotonous silence. What lies ahead, in the vastness of this place? Inconceivable, unlighted chambers beyond the grasp of time, and the knowledge that the old ones, who slumber ever so peacefully, are about to be awakened by the roar of your explorations.
Water-logged abominations have been coming ashore, attacking villages along the coast of the Rainbow Sea and dragging victims off to a watery doom. Can a ragtag party of future mutants discover the answers on the Island of Fire?
Seems clear enough; the Double D Mining Company bought the rights to a rock that the locals call Crying Mountain. The only holdout still on the mountain is a prospector named Old Clint. A week ago the sheriff and two deputies went up to bring Old Clint down off the mountain. They haven’t returned. Now it’s your turn. If you bring Old Clint down, the mining company is offering to pay big…maybe too big. Rules taught. Characters provided.